Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Documentation for modders - BUILDINGS
By LovelyPL
This is documentation for SCRIPT.INI file used by buildings.
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Preface
# Structure of SCRIPT.INI file # for buildings # version 1.05 # 2022.03.22 # # Changelog: # # Version 1.0 (10.10.2019) # - initial version # # Version 1.01 (18.10.2019) # - added more information about IMPORT and EXPORT storages # # Version 1.02 (2020.03.09) # - added water transport related tokens # # Version 1.03 (2020.12.10) # - added tourism # - added heating # - added $STATION_NOT_BLOCK # - updated Appendixes # - updated connections # - updated other tokens # # Version 1.04 (2022.03.22) # - added tokens for 0.8.6 version # - tokens for 'crime and justice' # - tokens for pedestrians overpass/underpass # - updated appendixes # - updated connections # - updated other tokens # # Version 1.05 (2022.03.30) # - added tokens for 0.8.7 version # - tokens for water and sewage # - updated appendixes # - updated connections # - updated other tokens # # Version 1.06 (2024.03.05) # - appendix D updated # - update building types and subtypes # - update resource types # # Version 1.07 (2024.03.06) # - update 'electric' section # - update production section # - update water/sewage section # # Version 1.10 (2024.03.11) # - added waste related section (still work in progress) # - added some other tokens # # ---------------------------------------------------------------------- # http://docopt.org/ # <> - positional argument # [] - optional # () - required # | - or # #
Buildings and offices
# Name of building # # Example: $NAME_STR “Spaceport” $NAME_STR (“name_of_building”) # Type of building # # You can use only one type for building # # Example: $TYPE_FACTORY # # Available types - APPENDIX D: # # Each type determine function of building # and each type has own tokens # --------------------------------- # Subtypes of buildings # # Used with main TYPE of building # --------------------------------- # # # Example: $TYPE_UNIVERSITY # $SUBTYPE_TECHNICAL # # # Subtypes for $TYPE_UNIVERSITY # $SUBTYPE_MEDICAL # $SUBTYPE_TECHNICAL # $SUBTYPE_SOVIET <- party HQ # Subtypes for $TYPE_LIVING # $SUBTYPE_HOSTEL # Subtypes for $TYPE_BROADCAST # $SUBTYPE_RADIO # $SUBTYPE_TELEVISION # Subtypes for $TYPE_STORAGE # $SUBTYPE_SPACE_FOR_VEHICLES # Subtype for $TYPE_PRODUCTION_LINE # $SUBTYPE_ROAD # $SUBTYPE_AIRPLANE # $SUBTYPE_RAIL # Subtype for $TYPE_ROADDEPO # $SUBTYPE_TROLLEYBUS # $SUBTYPE_TRAM # Subtype for $TYPE_RAIL_TRAFO # $SUBTYPE_ROAD # # It’s trafo for trolleybuses # Subtype for $TYPE_PASSANGER_STATION # $SUBTYPE_CABLEWAY # $SUBTYPE_SHIP FOR NOW THIS IS NOT USED… $SUBTYPE_RAL IT SHOULD BE $SUBTYPE_RAIL .. but typo in code.. # Subtype for $TYPE_CARGO_STATION # $SUBTYPE_CABLEWAY # $SUBTYPE_AIRPLANE # Subtype $TYPE_ENGINE # $SUBTYPE_CABLEWAY # Subtype for $TYPE_PASSANGER_STATION # $SUBTYPE_AIRPLANE # $SUBTYPE_METRO # Subtype for $TYPE_CONSTRUCTION_OFFICE # $SUBTYPE_AIRPLANE # Subtype for $TYPE_WATER_PUMP # $SUBTYPE_WATER_SWITCH # Subtype for $TYPE_TRANSFORMATOR # $SUBTYPE_PRIORITY_1 # It is used for priority switches # Max 12 connections! # Subtype for $TYPE_WAITING_STATION # $SUBTYPE_METRO # Subtype for $TYPE_ELETRIC_EXPORT # $SUBTYPE_OWN_CUSTOM # ----------------------------- # # Building offices # # ----------------------------- # If you add these tokens to Building Office # you will be able to choose source for each ‘material’ # for this building # # $RESOURCE_SOURCE_WORKERS # $RESOURCE_SOURCE_GRAVEL # $RESOURCE_SOURCE_OPEN # $RESOURCE_SOURCE_OPEN_BOARDS # $RESOURCE_SOURCE_OPEN_BRICKS # $RESOURCE_SOURCE_OPEN_PANELS # $RESOURCE_SOURCE_ASPHALT # $RESOURCE_SOURCE_CONCRETE # $RESOURCE_SOURCE_COVERED # $RESOURCE_SOURCE_COVERED_ELECTRO # $RESOURCE_SOURCE_WATER # $RESOURCE_SOURCE_SEWAGE # $RESOURCE_SOURCE_WASTE_GRAVEL # $RESOURCE_SOURCE_WASTE_STEEL # $RESOURCE_SOURCE_WASTE_ALUMINIUM # $RESOURCE_SOURCE_WASTE_BIO # $RESOURCE_SOURCE_WASTE_PLASTIC # $RESOURCE_SOURCE_WASTE_TOXIC # $RESOURCE_SOURCE_WASTE_GENERAL # $RESOURCE_SOURCE_EXPLOSIVES
Electric related
# Factors for electric energy consumption # When building is fully operating # Factor is 1.0 # On how much % can building works wihtout electricity # If 0.0 building will not works without electricity # if 0.3 building will works even without electricity but only on 30% # Note that this decreasing also the consumption of electricity of building # if you specify 0.3.. building will spend 70% of energy compared to if flag would be 0.0 # Example: $ELETRIC_WITHOUT_WORKING_FACTOR 0.7 # Default value 0.0 $ELETRIC_WITHOUT_WORKING_FACTOR (factor) # Similar to previous one but during night # How much % will building works without electricity during night # Example: $ELETRIC_WITHOUT_LIGHTING_FACTOR 0.2 $ELETRIC_WITHOUT_LIGHTING_FACTOR (factor) # Example of calculation # Example: $ELETRIC_WITHOUT_WORKING_FACTOR 0.3 # Example: $ELETRIC_WITHOUT_LIGHTING_FACTOR 0.5 # Durring day: # Building is supplied with electricity it works on 100% .. # Spending energy: (1.0-0.3)*NUM_WORKER*ENERGY_PER_WORKER # Building is not supplied with electricity it works on 30% # Durring night: # Building is supplied with electricity it works 100% # Spending energy: (1.0-0.3)*NUM_WORKER*ENERGY_PER_WORKER + (1.0-0.5)*NUM_WORKER*ENERGY_PER_WORKER_NIGHT_EXTRA # Building is not supplied with electricity it works 15% (0.3*0.5) # (It means lacking electricity during night decreasing effectivity) # FInd one more example bellow.. this is for shopping centre: # $ELETRIC_WITHOUT_WORKING_FACTOR 0.7 # $ELETRIC_WITHOUT_LIGHTING_FACTOR 0.0 # it means without electric energy shop will works on 70% # gods can be sell during night even without cash desk max be # a bit slower # but during night, without light none of the gods can be sell so # shop will not working at all # The factors impacting the building consumption of electricity # Building consumption during day is (for any building): # number of workers * consumption per worker * LIVING_WORKER_FACTOR # Building consumption during night: # building consumption during day + number of workers * # light consumption per worker * LIGHTING_WORKER_FACTOR # Able_ serve is when building have defined $CITIZEN_ABLE_SERVE # worker have bigger consumption of electricity - # according how much clients can serve, with this flag you tweaking this $ELETRIC_CONSUMPTION_LIGHTING_WORKER_FACTOR (number) $ELETRIC_CONSUMPTION_LIGHTING_WORKER_FACTOR_ABLE_SERVE (number) $ELETRIC_CONSUMPTION_LIVING_WORKER_FACTOR (number) $ELETRIC_CONSUMPTION_LIVING_WORKER_FACTOR_ABLE_SERVE (number) # default values: # $ELETRIC_CONSUMPTION_LIGHTING_WORKER_FACTOR 1 # $ELETRIC_CONSUMPTION_LIGHTING_WORKER_FACTOR_ABLE_SERVE 0.2 # $ELETRIC_CONSUMPTION_LIVING_WORKER_FACTOR 1 # $ELETRIC_CONSUMPTION_LIVING_WORKER_FACTOR_ABLE_SERVE 0.2 # Special token for a wind powerplants # Parameter set strength of the wind for maximum production # Example: # $PRODUCTION_CONNECT_TO_WIND 25 # Max. production for wind 25 m/s $PRODUCTION_CONNECT_TO_WIND (value) # Special token for a sun powerplant # Parameter indicate when powerplant reach max. production # Example: # $PRODUCTION_CONNECT_TO_SUN 80 # Max. production for 80% of sun $PRODUCTION_CONNECT_TO_SUN (value)
Load / unload, production / consumption
# ---------------------------------- # Loading and unloading vehicles # # Used in mines, factories, storages, etc. # Defines speed of loading/unloading vehicles # prefered uses is for gravel and open storage resources. Gravel have # defaulty slow loading, open space resources have slow both # loading and unloading.. those factors, you can use in buildings # where there is some mechanism helps to load/unload like crane etc # $VEHICLE_LOADING_FACTOR 5 - will multiply by 5 the loading speed # Note: that liquids have defined defaultly high speed of loading/unloading # because for those building is expected some mechanism is must have # Example: $VEHICLE_LOADING_FACTOR 5 # Example: $VEHICLE_UNLOADING_FACTOR 3 $VEHICLE_LOADING_FACTOR (factor) $VEHICLE_UNLOADING_FACTOR (factor) # This is related to above when player have enabled electricity # if there on station/building is present any mechanism which is helping # to load/unload.. it should also consume electricity # with those tokens you say that load/unloading should spend electricity # The amount of energy is calculated by: # amount of material * factor you spefify bellow # amount of material is calculated by: # default_amount * loading/unloading factor (described above) # # Example: $ELETRIC_CONSUMPTION_UNLOADING_FIXED 1.0 $ELETRIC_CONSUMPTION_UNLOADING_FIXED (factor) $ELETRIC_CONSUMPTION_LOADING_FIXED (factor) # For a trains, you can set how meny vagons can be loaded/unloaded # simultaneously # Example: # $VEHICLE_UNLOADINGLOADING_MAXVAGONS 4 $VEHICLE_UNLOADINGLOADING_MAXVAGONS (num) # -------------------------------------------------- # # Production / consumption # # -------------------------------------------------- # You have to define what is consumption for resources # and what is produced in factory # List of materials: APPENDIX A # Note: You specify those values per one worker for one workday # For production you have to define # material and amount # You can add more materials, each in separate line # Example: $PRODUCTION bricks 0.68 $PRODUCTION (material amount) # For consumption you have to define # material and amount # You can add more materials, each in separate line # Example: $CONSUMPTION coal 0.45 $ CONSUMPTION (material amount) # For wind/solar powerplants you need to define # extra ‘connection’ your production to wind/sun # # Example: # $PRODUCTION_CONNECT_TO_WIND 25 # max. production for wind 25 km/h # $PRODUCTION_CONNECT_TO_SUN 100 # max. production for 100% sun $PRODUCTION_CONNECT_TO_SUN (amount) $PRODUCTION_CONNECT_TO_WIND (amount) # Consumption per second # used mostly for electricity - so the consumption is more clear # As in example below, it means factory production # will have wattage 0.21 MW at full production # Note that overall wattage of the factory may be higher because there is # fixed consumption according to workers number, with this token # you define additional consumption for factories where # Example: $CONSUMPTION_PER_SECOND eletric 0.21 $CONSUMPTION_PER_SECOND (material amount) # Workers # Each building (except living) needs workers to operate # You define maximum amount of workers # Example: $WORKERS_NEEDED 500 $WORKERS_NEEDED (amount) # When you need some workers with high education level # you have to define another parameter for ‘professors’. # Professors mean professors at university, but # it means ‘doctors’ or ‘priests’, too :) # Example: $PROFESORS_NEEDED 10 $PROFESORS_NEEDED (amount) # For buildings when you serve customers (pub/shop/etc.) # You need to define how much customers can be served (max value) # also for schools/kindergarten how much student/ babies # Example: $CITIZEN_ABLE_SERVE 24 $CITIZEN_ABLE_SERVE (amount) # When you need vehicles ‘work’ in building # For example: fire trucks in fire station, ambulances in hospital # (but it also works for parkings - you define how much slots parking has) # you need to define how much places you reserve # for these vehicles # Example: $WORKING_VEHICLES_NEEDED 4 $WORKING_VEHICLES_NEEDED (value) # This token recalculate factory production every year according.. # FinalProductionFactor = 1.0 - (GameYear - Param1) / Param2 # FinalProductionFactor = clamp(FinalConsumption, Param3, 1.0) # Example: # $PRODUCTION_DECREASE_ACCORDING_YEAR 1960 120 0.3 $PRODUCTION_DECREASE_ACCORDING_YEAR (year factor min_factor) # and complementary token for a consumption # This token recalculate factory consumption every year according. # FinalConsumption = (GameYear - Param1) / Param2 # FinalConsumption = clamp(FinalConsumption, 0.0f, Param3) # Example: # $CONSUMPTION_INCREASE_ACCORDING_YEAR 1960 85 1.7 $CONSUMPTION_INCREASE_ACCORDING_YEAR (year factor min_factor)
Building construction
# -------------------------------------------- # # Phases of construction # # -------------------------------------------- # # Note: # For each phase you have to define: # - type of phase # - cost of phase in materials (can be automatically computed or # you can set if manually) # - additional slots for machines used on construction site # - positions of slots # # All costs can be automatically computer according of # dimensions of 3D model ! # ------------------------------ # Initialize of construction phase # ------------------------------ # List of available phases: APPENDIX B # Example: $COST_WORK SOVIET_CONSTRUCTION_SKELETON_CASTING 1.0 # For phase GROUNDWORKS factor is 0.0 # For other phases - factor is 1.0 $COST_WORK (phase factor) # ------------------------------ # GROUNDWORKS phase # ------------------------------ # # For groundworks phase you can define what parts of your # models will be used for computing costs. # When your model has a parts (for example: # MainBuilding, Chimney, ProductionHall, etc.) # You can do it in ModelViewer # You can define which parts will be used in calculation # using $COST_WORK_BUILDING_NODE token # Example: $COST_WORK_BUILDING_NODE MainBuilding # You can use more than one part of building # Example: # $COST_WORK_BUILDING_NODE MainBuilding # $COST_WORK_BUILDING_NODE Chimney # $COST_WORK_BUILDING_NODE ProductionHall # # Game automatically add costs for each part of building $COST_WORK_BUILDING_NODE (Name_of_part) # If you model has more similar parts and # their names are similar, for example: # Silo1, Silo2, Silo3, Silo4, etc…. # You can add it to computing costs using token # $COST_WORK_BUILDING_KEYWORD $Silo # this will add all nodes which names begins "Silo" # Example: $COST_WORK_BUILDING_KEYWORD steel $COST_WORK_BUILDING_KEYWORD (keyword) # You can also add ALL parts of your model # to calculate costs using $COST_WORK_BUILDING_ALL # Example: $COST_WORK_BUILDING_ALL $COST_WORK_BUILDING_ALL # Places for mud/ground heaps # While groundworks phase you can set where # mud heaps can appear. # Available boundary boxes are automatically # computed according to defined part of model # You can use more than one token and part of model # Example: $COST_WORK_VEHICLE_STATION_ACCORDING_NODE MainBuilding $COST_WORK_VEHICLE_STATION_ACCORDING_NODE (name_of_part) # ------------------------------ # All phases # ------------------------------ # Resource cost for each phase - automatically computed! # List of available predefined costs in APPENDIX E # Second parameter is a factor of calculated costs # Example: $COST_RESOURCE_AUTO ground_asphalt 1.3 # You can use more tokens $COST_RESOURCE_AUTO in phase $COST_RESOURCE_AUTO (predefined_costs factor) # Resource cost for each phase - manually set # List of available materials - APPENDIX A # Example: $COST_RESOURCE asphalt 1000 # You can add more than one token for each phase $COST_RESOURCE (material amount) # Position of cranes # During phases other than GROUNDWORKS # you can define positions and direction # of each crane on building site # First 3 parameters define middle point of front of crane # Last 3 parameters define the point through the axis of symmetry passess # # Front of vehicle # vvv # /-------------------------+ # | | # (x,y,z) o o (x2,y2,z2) | # | | # \-------------------------+ # # Example: $COST_WORK_VEHICLE_STATION 0.00 0 -3.4834 -6.8560 0 -6.5297 # You can define more than one slot (each in separate line) # those are also used for position of firetrucks during fire $COST_WORK_VEHICLE_STATION (x y z x2 y2 z2)
Storages
# --------------------------------- # STORAGES # --------------------------------- # # There are many types of storages # Storages for import materials # for export materials # special type of storages # storage for Car Factory # # Storage for fuel # for ships harbour (later also for construction office # when we will make mechanics for refueling while at the home workplace) # ships refuel in harbor. # you need to use $STORAGE_FUEL token because # you don't want to create this storage if players have an easier difficulty # Example: $STORAGE_FUEL RESOURCE_TRANSPORT_OIL 350 # From version 0.8.6 you can use it in many buildings # for making local fuel storage $STORAGE_FUEL (type_of_fuel amount) # Storages for Car Factory # You need to define two import storages # One for materials provided be open trucks # and another for covered trucks # the resources are automatically filled according to what is needed for the # production # Example: $STORAGE_IMPORT_CARPLANT RESOURCE_TRANSPORT_COVERED 250 # Example: $STORAGE_IMPORT_CARPLANT RESOURCE_TRANSPORT_OPEN 300 $STORAGE_IMPORT_CARPLANT (type_of_resource amount) # Input (import) storages # There are more than one type for these storages # You can use: # $STORAGE_IMPORT or # $STORAGE_IMPORT_SPECIAL # # Types of cargos - appendix F # Types of resources - appendix A # Example: # $STORAGE_IMPORT RESOURCE_TRANSPORT_COVERED 30 # Example: # $STORAGE_IMPORT_SPECIAL RESOURCE_TRANSPORT_GRAVEL 75 coal # # the difference between normal and special is, that normal # will able store all resources if specified kind .. like if open storage # storage will be able to store wood, planes, boards, etc.. # if you use special you specify only one resource you would like to store $STORAGE_IMPORT (type_of_cargo capacity) $STORAGE_IMPORT_SPECIAL (type_of_cargo capacity resource) # For output (export) storages # you can use: # $STORAGE_EXPORT or # $STORAGE_EXPORT_SPECIAL tokens # IMPORTANT: Prior to defining import and export storages you need to # define $PRODUCTION and $CONSUMPTION # Using _EXPORT at storage definition, you define that storage # is suitable only for resources factory produce. # Using _IMPORT at storage definition, you define that storage is suitable # only for resources the factory need for production. # Also Because you should specify which storage should be only for export # or only for import.. problem is that if food factory need crops # and you will send any vehicle to load something from this factory # you don't want this vehicle will load from storage with crops. # Demand storages: # There are many types of storages # Type of storage define what types of materials you # can store inside # These types of storage are used when delivering materials # are demand for maintaining servicing citizens (in shops, bar, etc.) # the storage is automatically set for resources citizens may need in shops # the reason for this is that in the future if any new resource would be added # for example like toys.. it may be automatically added to existing # types of building # # RESOURCE_TRANSPORT_COOLER # For prisons # $STORAGE_DEMAND_PRISON # For restaurant: # $STORAGE_DEMAND_BASIC # # Example: # $STORAGE_DEMAND_PRISON RESOURCE_TRANSPORT_COOLER 2 # # RESOURCE_TRANSPORT_COVERED food cloths electronics alcohol # $STORAGE_DEMAND_BASIC Yes No No No # $STORAGE_DEMAND_MEDIUM Yes Yes No No # $STORAGE_DEMAND_MEDIUMADVANCED No Yes Yes No # $STORAGE_DEMAND_ADVANCED Yes Yes Yes No # $STORAGE_DEMAND_HOTEL Yes No No Yes # $STORAGE_DEMAND_PRISON Yes Yes No No # # # Example: # $STORAGE_DEMAND_BASIC RRESOURCE_TRANSPORT_COVERED 6 $STORAGE_DEMAND_BASIC (type_of_cargo capacity)
Resources visualization
# ---------------------------------- # # Resource visualization # # ---------------------------------- # For each resource type, you need to define STORAGE # Each storage has own index (not shown, but first defined # storage has index 0, second - 1, etc.) # If you want to visualize materials like gravel, coal # You have to define tokens $RESOURCE_VISUALIZATION # and $RESOURCE_INCREASE_POINT # In $RESOURCE_VISUALIZATION you have to define: # - position of center of the first pile of resources. # - rotation (in radians) # - scale (for each axis separately) # - numstepx, numstept - amount and offset for stacks of materials # Thanks for Nyxyx for correction :) # Example: # $RESOURCE_VISUALIZATION 0 # position -28.469 0.0 -17.767 # rotation 0.0 # scale 1.3 1.3 1.3 # numstepx 2.23 6 # numstept 3.76 4 # # * <- stack of material # # * * * * * * <- 6 stacks with offset 2.23 # # * * * * * * # # * * * * * * # # * * * * * * # # ^ # 4 stacks with offset 3.76 # # Additiona information by @nyxyx (thanks!) # -position indicates the center of the first pile of resources. # -offset is the distance from this starting point, so the "position" value will always be one of the # corners of the storage area # -rotation is in RADIANS not degrees # -scale is the scale of the resource piles shown, not the scale of the area in which they are stored $RESOURCE_VISUALIZATION (index_of_storage) position (x y z) rotation (angle) scale (x y z) numstepx (offsetX amount) numstept (offsetZ amount) # Token $RESOURCE_INCREASE_POINT is responsible # for point of ‘emmiting’ resource which # is falling down # Example: # $RESOURCE_INCREASE_POINT 0 -25.9313 11.0157 -14.4930 $RESOURCE_INCREASE_POINT (index_of_storage x y z) # If your model contains internal conveyors # you can define path (line) for visualization # of moving resource # You need to define start and end position for # visualization and storage index # Example: # $RESOURCE_INCREASE_CONVEYOR_POINT 1 # 14.9749 3.3894 -7.3149 # -19.7993 15.62 -7.3149 $RESOURCE_INCREASE_CONVEYOR_POINT (index_of_storage) (startx starty startz) (endx endy endz)
Water transport related
# ------------------------------------------ # # Water transport related # # ------------------------------------------ # Places for ships in harbor # Parameters: x,y,z,x2,y2,z2 # Parameters define two points: # x,y,z - point where ship ‘park’ # x2 y2 z2 - it is position of turning point, where # ship can turn on the way to parking point # Distance between turning point and end point should be # longer than length of the longest vehicle inside $SHIP_STATION 27.8238 0 0.0 163.362 0 0.0 $SHIP_STATION 27.8238 0 30.0 163.362 0 30.0 $SHIP_STATION 27.8238 0 -30.0 163.362 0 -30.0
Pollution / emmiters
# ------------------------------------------- # # Pollution and particle emitters # # ------------------------------------------- # Each factory / building can be pollution source # You can define how much pollution it emites # You can define more than one pollution emitter # # Types of emitters: APPENDIX C # -------------------------------------------- # Particle emmiters # You need to define position, scale and alpha channel # for each emmiter. SCALE parameter doesn’t affect pollution! # Example: $PARTICLE factory_medium_black -9.5780 41.2336 -19.5960 1 1 $PARTICLE (type_of_emmiter x_position y_position z_position alpha scale) # -------------------------------------------- # Additional pollution # You can also add additional pollution for buildings # and don’t use emmiters # You can mix $PARTICLE and additional pollution in building # List of type of additional pollutions: # $POLLUTION_SMALL # $POLLUTION_MEDIUM # $POLLUTION_HIGH # # Example: $POLLUTION_SMALL $POLLUTION_SMALL # —------------------------------------------- # Sewage pollution # # Some buildings (for instance factories) makes more pollution # than typical buildings # You can define it using token # # Example: # $PRODUCTION_SEWAGE_POLLUTION 0.7 $PRODUCTION_SEWAGE_POLLUTION (value)
Connections
# ------------------------------------ # # CONNECTIONS # # ------------------------------------ # For road connection you can use tokens: # $CONNECTION_ROAD # $CONNECTION_ROAD_BORDER # $CONNECTION_ROAD_ALLOWPASS # Parameters: x,y,z,x2,y2,z2 # Parameters define positions of entry point (x y z) # and directions of road (x2 y2 z2) # # Road: # ------------------------------ # | | # (x,y,z) o--------------o (x2,y2,z2) | # | | # ------------------------------ # #Example: # $CONNECTION_ROAD # 17.2615 0.0 -14.2768 # 17.2615 0.0 -13.2768 $CONNECTION_ROAD (x y z) (x2 y2 z2) # For road in custom house (on the country border) # You need to use # $CONNECTION_ROAD_BORDER # Example: # $CONNECTION_ROAD_BORDER # 0.3852 0.0 -16.0114 # 0.3852 0.0 -13.0114 $CONNECTION_ROAD_BORDER (x y z) (x2 y2 z2) # For bus stops and other buildings where you can allow # passing for vehicles, you need to use # $CONNECTION_ROAD_ALLOWPASS token # Example: # $CONNECTION_ROAD_ALLOWPASS # 16.000 0.0 0.0 # 15.000 0.0 0.0 # # Note: all allow pass connection must be first connections you define $CONNECTION_ROAD_ALLOWPASS (x y z) (x2 y2 z2) # Roads inside building # # When you want to make and show roads inside # Your model, you have to use pair of # $CONNECTION_ROAD_DEAD tokens # Road will be drawn between these points # Example: # $CONNECTION_ROAD_DEAD # -17.843 0.0 -0.453 # $CONNECTION_ROAD_DEAD # 27.158 0.0 -0.453 # # For next road, you have to define next pair of tokens $CONNECTION_ROAD_DEAD (startX startY StartZ) $CONNECTION_ROAD_DEAD (endX endY endZ) # If you want to make asphalt under the building # You can use $CONNECTIONS_ROAD_DEAD_SQUARE token # It makes asphalt rectangle # You define only positions of opposite corners # of rectangle # Example: # $CONNECTIONS_ROAD_DEAD_SQUARE # 13.5693 -21.3665 # -25.4830 -9.3801 $CONNECTIONS_ROAD_DEAD_SQUARE (startX startZ) (endX endZ) # Rail connection # Definition is the same as for other connections # Example: # $CONNECTION_RAIL # 0.0 0.0 20.6900 # 0.0 0.0 19.9924 $CONNECTION_RAIL (x y z) (x2 y2 z2) # Rail connection with allow pass for vehicles # You need to make pair tokens. # Example: # $CONNECTION_RAIL_ALLOWPASS # -41.5 0.0 3.0 # -30.0 0.0 3.0 # $CONNECTION_RAIL_ALLOWPASS # 41.5 0.0 3.0 # 30.0 0.0 3.0 # # Game automatically makes railway between 1st and 3rd position! # (-41.5 0.0 3.0 and 41.5 0.0 3.0) # Note: all allow pass connection must be first connections you define $CONNECTION_RAIL_ALLOWPASS (x y z) (x2 y2 z2) # Connections for pedestrians # # You can define many connection for pedestrians # Definitions is the same as for roads # Example: # $CONNECTION_PEDESTRIAN # 21.958 0.0 -25.5126 # 21.958 0.0 -24.5126 $CONNECTION_PEDESTRIAN (x y z) (x2 y2 z2) # Connection for pedestrian overpass/underpass # Definition as connection_pedestrian # This type of connection can be connected only to another NOT_PICK # connection # Used with type $TYPE_PEDESTRIAN_BRIDGE # Example: # $CONNECTION_PEDESTRIAN_NOTPICK # 0.0000 8.800 -8.3986 # 0.0000 8.800 -7.3986 $CONNECTION_PEDESTRIAN_NOTPICK (x y z) (x2 y2 z2) # Sometimes you need to disable road connection for pedestrians # You can do it using token: # Example: # $DISABLE_PEDESTRIAN_ROAD_ENTRY $DISABLE_PEDESTRIAN_ROAD_ENTRY # Connection between buildings (factories/warehouses) # # Definition is the same as for roads: # Example: # $CONNECTION_CONNECTION # -45.8219 0.0 1.6312 # -42.8219 0.0 1.6312 $CONNECTION_CONNECTION (x y z) (x2 y2 z2) # Pipe connection # # Theres two types of pipes # input and output # # Definition is the same as for roads: # Example: # $CONNECTION_PIPE_INPUT # 0.9618 2.0822 -14.8395 # 0.9618 2.0822 -12.8395 $CONNECTION_PIPE_INPUT (x y z) (x2 y2 z2) $CONNECTION_PIPE_OUTPUT (x y z) (x2 y2 z2) # Steam pipe connection # (for cooling towers) # # There are two types of pipes # input and output # # Definition is the same as for roads: # Example: # $CONNECTION_STEAM_INPUT # 0.9618 2.0822 -14.8395 # 0.9618 2.0822 -12.8395 $CONNECTION_STEAM_INPUT (x y z) (x2 y2 z2) $CONNECTION_STEAM_OUTPUT (x y z) (x2 y2 z2) # Heating pipe connection # # There are two types of pipes # SMALL and BIG # # Definition is the same as for roads: # Example: # $CONNECTION_HEATING_SMALL # 0.9618 2.0822 -14.8395 # 0.9618 2.0822 -12.8395 $CONNECTION_HEATING_SMALL (x y z) (x2 y2 z2) $CONNECTION_HEATING_BIG (x y z) (x2 y2 z2) # Conveyor connection # # Theres two types of conveyor # input and output # # Definition is the same as for roads: # Example: # $CONNECTION_CONVEYOR_INPUT # 0.9618 2.0822 -14.8395 # 0.9618 2.0822 -12.8395 $CONNECTION_CONVEYOR_INPUT (x y z) (x2 y2 z2) $CONNECTION_CONVEYOR_OUTPUT (x y z) (x2 y2 z2) # Dry bulk conveyor connection # # Theres two types of conveyor # input and output # # Definition is the same as for roads: # Example: # $CONNECTION_BULK_INPUT # 0.9618 2.0822 -14.8395 # 0.9618 2.0822 -12.8395 $CONNECTION_BULK_INPUT (x y z) (x2 y2 z2) $CONNECTION_BULK_OUTPUT (x y z) (x2 y2 z2) # Electric wire connection # # There are four types of connection # input/output for high- and low voltage # # Definition is the same as for road # Example: # $CONNECTION_ELETRIC_HIGH_INPUT # 12.4611 0.0 0 # 10.4611 0.0 0 $CONNECTION_ELETRIC_HIGH_INPUT or $CONNECTION_ELETRIC_HIGH_OUTPUT or $CONNECTION_ELETRIC_LOW_INPUT or $CONNECTION_ELETRIC_LOW_OUTPUT or (x y z) (x2 y2 z2) # Connections for cableways # # Definitions is the same as for roads # Example: # $CONNECTION_CABLEWAY # -11.8745 10.8662 -17.2172 # -11.8745 10.8662 -16.2172 $CONNECTION_CABLEWAY (x y z) (x2 y2 z2) # Connection for water pipes # # You can define INPUT and OUTPUT water connections. # Definition is the same as for other connection: # Example: # $CONNECTION_WATERPIPE_INPUT # 25.9885 -3.2 -61.1861 # 25.9885 -3.2 -60.1861 $CONNECTION_WATERPIPE_OUTPUT (x y z) (x2 y2 z2) # Connection for sewage pipes # # You can define INPUT and OUTPUT sewage connections. # Definition is the same as for other connection: # Example: # $CONNECTION_SEWAGE_OUTPUT # 25.9885 -3.2 -61.1861 # 25.9885 -3.2 -60.1861 $CONNECTION_SEWAGE_INPUT (x y z)
Vehicles related
# ------------------------------- # # Slots for vehicles # # ------------------------------- # Slots inside buildings # used for loading/unloading materials # (also while construction phases) # # Parameters: x,y,z,x2,y2,z2 # Parameters define two points: # x,y,z - point where vehicle park # x2 y2 z2 - it is position of turning point, where # vehicle can turn on the way to parking point # Distance between turning point and end point should be # longer than length of the longest vehicle inside # # Path for vehicle inside site is: # 1. entry point # 2. turn point (x2 y2 z2) # 3. end point (x y z) # Between these points should be no obstacles # # y and y2 should be set to zero - ground level # # Example: $VEHICLE_STATION 14.212 0 -9.679 14.212 0 7.679 $VEHICLE_STATION (x y z x2 y2 z2) # Parking slots # used for construction office, hospital, depots, etc. # Parameters: x,y,z,x2,y2,z2 # # Definition is the same as for $VEHICLE_STATION # Example: # $VEHICLE_PARKING -1.7229 0 -3.8259 -1.7229 0 5.2543 $VEHICLE_PARKING (x y z x2 y2 z2) # Parking slots for personal cars # Definition the same as for $VEHICLE_PARKING # Example: # $VEHICLE_PARKING_PERSONAL -1.3 0 -5.0550 -1.3 0 0.7375 # Note: # You also need to define how much cars can park # by using $WORKING_VEHICLES_NEEDED (value) token $VEHICLE_PARKING_PERSONAL (x y z x2 y2 z2) # On the parkings sometimes you need more turning points # for all or specific parking place # You can add it using tokens: # $VEHICLE_PARKING_ADVANCED_POINT # and # $VEHICLE_PARKING_ADVANCED_POINT_PID # # for $VEHICLE_PARKING_ADVANCED_POINT you define # extra turning point for all parking places # Example: # $VEHICLE_PARKING_ADVANCED_POINT -4.53 0 12.34 # # Now vehicle path is defined like: # 1. EntryPoint # 2. AdvancedPoint # 3. VehicleParkingTurnPoint # 4. VehicleParking # # If you defined many $VEHICLE_PARKING tokens # each of parking slot has own index number (started from 0) # You can add extra turning point for specific index number # using $VEHICLE_PARKING_ADVANCED_POINT_PID token # Example: # $VEHICLE_PARKING_ADVANCED_POINT_PID 3 2.66 0 6.09 # and 3 is a parking slot index $VEHICLE_PARKING_ADVANCED_POINT (x y z) or $VEHICLE_PARKING_ADVANCED_POINT_PID (index x y z) # When you make bus station or other building # where vehicles can drive through # you can use $ROADVEHICLE_NOTFLIP token # It means, that vehicle (for example bus) # after loading/unloading doesn’t turn $ROADVEHICLE_NOTFLIP # For buildings with electric vehicles # You have to add token which allow # to park/pass electric_vehicles # Example: # $ROADVEHICLE_ELETRIC $ROADVEHICLE_ELETRIC
Airport related
# --------------------------------------------- # # AIRPORT and AIRPLANES related # # --------------------------------------------- # Connections for airroads # Definitions is the same as for roads # Example: # $CONNECTION_AIRROAD # 0.0 0.00 15.5 # 0.0 0.00 14 5 CONNECTION_AIRROAD (x y z) (x2 y2 z2) # Definition of the parking place for airplanes # # Example: # # $AIRPLANE_STATION_30M 0.0 0.0 -23.0 0.0 0.0 23.0 # # z and z2 is a the axis along which the plane stands $AIRPLANE_STATION_30M (x y z x2 y2 z2) $AIRPLANE_STATION_40M (x y z x2 y2 z2) $AIRPLANE_STATION_50M (x y z x2 y2 z2) # Definition of the parking place for helicopters # # Example: # # $HELIPORT_STATION -37.4311 12.5016 21.6140 -18.1105 12.5016 2.5889 # $HELIPORT_STATION (x y z x2 y2 z2) # Place for helicopters # # Example: # # $HELIPORT_AREA 5.0 # # This will enable the helipad to be attached to the building $HELIPORT_AREA 5.0
Non-blocking buildings
# Non-blocking means that vehicle can enter the building # when another vehicle are still in the building. # This feature increases construction of building, loading/unloading trucks. # # $STATION_NOT_BLOCK # # It's primary token which allow to make buildng with non-blocking feature $STATION_NOT_BLOCK # For each $VEHICLE_STATION you can define # path for vehicle. # Vehicle starts from $VEHICLE_STATION coordinates # then goes thru coordinates defined in # $STATION_NOT_BLOCK_DETOUR_POINT # or # $STATION_NOT_BLOCK_DETOUR_POINT_PID # # $STATION_NOT_BLOCK_DETOUR_POINT is common for all # $VEHICLE_STATION and # $STATION_NOT_BLOCK_DETOUR_POINT_PID is for # specific VEHICLE_STATION # first defined VEHICLE_STATION as index 0 # second one has index 1 etc. # # Example: # $STATION_NOT_BLOCK_DETOUR_POINT_PID 0 -0.1996 0 14.6809 # $STATION_NOT_BLOCK_DETOUR_POINT_PID 1 -2.1996 0 15.6809 # $STATION_NOT_BLOCK_DETOUR_POINT -5.5655 0 14.505 $STATION_NOT_BLOCK_DETOUR_POINT (x y z) $STATION_NOT_BLOCK_DETOUR_POINT_PID (index x y z)
Tourism
# -------------------------------- # # Tourism # # -------------------------------- # All tourist attractions have token # # $TYPE_ATTRACTION # # Also each attraction have additional tokens which amplify score # for different demands: # # Example: # # $ATTRACTIVE_SCORE 2.4 - for general score # $ATTRACTIVE_SCORE_CULTURE 2.9 - extra score for culture # $ATTRACTIVE_SCORE_ALCOHOL 1.4 - extra score for alcohol # $ATTRACTIVE_SCORE_SPORT 3.0 - extra score for sport # $ATTRACTIVE_SCORE_RELIGION 2.6 - extra score for religion # type of attraction, the integer value represents number of # days citizen/tourist will forgot about attraction # # Example: # # $ATTRACTIVE_TYPE_SWIM 7 # $ATTRACTIVE_TYPE_CARUSEL 13 # $ATTRACTIVE_TYPE_GALLERY 8 # $ATTRACTIVE_TYPE_MUSEUM 13 # $ATTRACTIVE_TYPE_SIGHT 10 # $ATTRACTIVE_TYPE_ZOO 13 # # Defining “forgot mask” for attractive # # $ATTRACTIVE_USE_FORGOT_EVEN_MATCH # # without this flag defined, if citizen/tourist is looking, for example, # culture and building have $ATTRACTIVE_SCORE_CULTURE > 0.0 , then # citizen/tourist will not fill the "forgot mask", # so even next day if he get culture demand, # he may visit same type of attraction. # example where not to use this is for example swimming pool # you wanted to allow citizens used it even every day # # instead sport so you will have defined this: # $TYPE_ATTRACTION # $ATTRACTIVE_SCORE_SPORT 2.5 # $ATTRACTIVE_TYPE_SWIM 5 # # this will make the citizens tourist/visit the pool # instead other playground # but they can do visit every time the need sport demand # # # example where this flag should be define is the gallery, # it is culture # but would be strange if citizen would go there every time # he get culture demand # $TYPE_ATTRACTION # $ATTRACTIVE_SCORE_CULTURE 3.0 # $ATTRACTIVE_TYPE_GALLERY 10 # $ATTRACTIVE_USE_FORGOT_EVEN_MATCH # # this will make citizens visit the gallery instead cinema for example # BUT next time the culture demand will be generated. # it will not again visit this gallery unless citizens visit # it more than 10 days ago. # # Attractive factors $ATTRACTIVE_FACTOR_SIGHT and # $ATTRACTIVE_FACTOR_SIGHT_ADD (and similar) # you can define for hotels and for attraction. # how much their score is affected by location.. # lets take a look on for example $ATTRACTIVE_FACTOR_NATURE # if you have for example.. hotel (or even the attraction). # it is basic attraction score $ATTRACTIVE_SCORE = 3.0 # (let’s say it is 3 star hotel) # you can define for building type. # that the nature around hotel (for example - number of trees) # will affect the final score # if you define $ATTRACTIVE_FACTOR_NATURE 0.3 # when hotel will be placed in the forest. # and score for nature will be 100% # you get final attractive score = # (3.0f * 0.7) + (3.0f * 0.3f * 100%) = 3.0 # if you place hotel where are no tree (nature score will be 0%) # final score will be # final attractive score = (3.0f * 0.7) + (3.0f * 0.3f * 0%) = 2.1 # sometime you may set for the hotel. # and extra score if the nature will be better around. # in that case you can use # $ATTRACTIVE_FACTOR_NATURE_ADD.. lets say we define 1.5 # so if you place hotel in area with nature score 50% # basic attraction score $ATTRACTIVE_SCORE = 3.0 # you will get final attractive score = 3.0 + 1.5 * 50% = 3.75 # note: that if attractive reach the 5.0 it will get clamped to 5.0 # note2: that if you define multiple attractive scores.. they get multiplied.. # in code looks like # final_score = $ATTRACTIVE_SCORE # final_score *= mul attractive for nature # final_score += add attractive for nature # final_score *= mul attractive for pollution # final_score += add attractive for pollution # final_score *= mul attractive for sight # final_score += add attractive for sight $ATTRACTIVE_FACTOR_POLLUTION (n) $ATTRACTIVE_FACTOR_POLLUTION_ADD (n) $ATTRACTIVE_FACTOR_SIGHT (n) $ATTRACTIVE_FACTOR_SIGHT_ADD (n) $ATTRACTIVE_FACTOR_NATURE (n) $ATTRACTIVE_FACTOR_NATURE_ADD (n) $ATTRACTIVE_FACTOR_WATER (n) $ATTRACTIVE_FACTOR_WATER_ADD (n)
Heating
# ------------------------------- # # Heating # # ------------------------------- # Disabling heating for building # $HEATING_DISABLE # If you want to close building for workers and citizens # if exterior temperature drops below X, you can use # $SEASONAL_CLOSE_IF_TEMP_BELLOW # Default is: -100 # # Example: # $SEASONAL_CLOSE_IF_TEMP_BELLOW 3 $SEASONAL_CLOSE_IF_TEMP_BELLOW (n) # The same if exterior temperature is higher than X # use: $SEASONAL_CLOSE_IF_TEMP_ABOVE # Default is: 100 # # Example: # $SEASONAL_CLOSE_IF_TEMP_ABOVE 25 $SEASONAL_CLOSE_IF_TEMP_ABOVE (n) # You can also define production factor for not heated buildings # use: $HEATING_WITHOUT_WORKING_FACTOR # # Example: # $HEATING_WITHOUT_WORKING_FACTOR 0.3 $HEATING_WITHOUT_WORKING_FACTOR (n)
Water/sewage related
# Water quality # Some buildings require cleaner water than another ones # You can set required quality using token # Example: # $CONSUMPTION_WATER_REQUIRED_QUALITY 0.93 $CONSUMPTION_WATER_REQUIRED_QUALITY (quality) # If production doesn’t generate sewage # you can use token for ‘disabling’ sewage # from production # Example: # $WATER_NOT_PRODUCE_SEWAGE_FROM_PRODUCTION $WATER_NOT_PRODUCE_SEWAGE_FROM_PRODUCTION # You can totally disable generating sewage # for instance - fountains # using another token # Example: # $SEWAGE_DISABLE $SEWAGE_DISABLE # You can also disable water and sewage # requirements using token: # Example: # $WATERSEWAGE_DISABLE $WATERSEWAGE_DISABLE # For water treatement you can define # Maximum quality of water after pufirication # Example: # $OUTWATER_MAX_QUALITY 0.99 $OUTWATER_MAX_QUALITY (quality) # Many of water/sewage buildings have internal # water/sewage storages # Using this token you can define level of liquid # For underground storages value is negative # For water towers, value is positive # This value is required for water flow computation # You know, water doesn’t flow upwards by itself :) # So you need pumps to do it # Example: # $WATER_STORAGE_POSITION -5.3 $WATER_STORAGE_POSITION (value) # If you make fountains # You need to use this token # Trust me :) $WATER_STORAGE_FILL_FULL_SUBSTATION
Waste related
# ------------------------------- # WASTE RELATED # ------------------------------- # You can disable waste production for some buildings # for example for incinerators or some type of factories # Example: # $WASTE_PRODUCTION_DISABLE $WASTE_PRODUCTION_DISABLE # If you want to disable production waste by workers # you should use another token: # Example: # $WASTE_WORKERS_DISABLE $WASTE_WORKERS_DISABLE # The same for disabling waste production for customers # for example in the shops, playgrounds, etc. # Example: # $WASTE_CUSTOMERS_DISABLE $WASTE_CUSTOMERS_DISABLE # Incinerators of another factories can produce # ash as a waste # For this type of production, you should use token. # Example: # $WASTE_PRODUCTION_ASH $WASTE_PRODUCTION_ASH # If you plan to produce special type of ‘waste’ from # general waste, or from debris, you need to use special # token for this type of production. # You need to specify factor of produced type of waste # Example: # $WASTE_EXTRACTION waste_gravel 0.65 # factor is less of equal 1.0 # You can add more than one type of extracted waste in the building $WASTE_EXTRACTION (type_of_extracted_waste factor) # If you plan to make building which can use waste # you have to add tokens to select what type of waste # building can use. # You can use more than one type of waste. # Example: # $WASTE_CONSUMPTION waste_bio 0.7 # $WASTE_CONSUMPTION (type_of_waste factor)
Other tokens
# -------------------------------- # Other tokens # -------------------------------- # If you want to disable selecting vehicle inside building # for example in Rail Construction Office # use this token (no parameter) $VEHICLE_CANNOTSELECT_INSIDE # On bus/train stations you want to see waiting # passengers. # You can render waiting people using # $WORKER_RENDERING_AREA tokens # You can define more than one area to render people # Parameters are positions of opposite corners or area # Example: # $WORKER_RENDERING_AREA # -39.7330 1.6835 -13.1532 # -33.5881 1.6835 -6.5279 $WORKER_RENDERING_AREA (x y z) (x2 y2 z2) # For residential buildings # # You have to define two tokens # First: $QUALITY_OF_LIVING # It’s overall quality of building # This parameter is used in calculation of # capacity of building # Higher QUALITY, lower CAPACITY # Example: $QUALITY_OF_LIVING 0.88 $QUALITY_OF_LIVING (value) # Second parameter is capacity of residential building # It’s automatically computer using volume of model (all or part) # and QUALITY # Parameter: name of node of building (look at $COST_WORK_BUILDING_NODE # description for more info) # Example: # $STORAGE_LIVING_AUTO MainBuilding $STORAGE_LIVING_AUTO (name_of_node) # For conveyors and pumps # ($TYPE ENGINE) objects # You have to define speed of engine # Example: # $ENGINE_SPEED 10 $ENGINE_SPEED (speed) # Transparent on buildings # # Define start and end point for text # string will be scaled automatically # Example: # $TEXT_CAPTION # -17.91 13.26 -20.29 # -18.45 13.53 10.54 $TEXT_CAPTION (x y z) (x2 y2 z2) # Ability for set long trains # You can use it for rail depot # # Example: # $LONG_TRAINS $LONG_TRAINS # # Loyalty related # # Each monument can increase loyalty around # This token defines strength an radius of influence # Example: # # $MONUMENT_GOVERNMENT_LOYALTY_RADIUS 145 # $MONUMENT_GOVERNMENT_LOYALTY_STRENGTH 2.8 $MONUMENT_GOVERNMENT_LOYALTY_RADIUS r $MONUMENT_GOVERNMENT_LOYALTY_STRENGTH s # This token allow pedestrian to trespass # useful for monuments and fountains # # Example: # $MONUMENT_ENABLE_TRESPASSING $MONUMENT_ENABLE_TRESPASSING # If your monument should use the electric power # you have to add token: # Example: # $MONUMENT_ELETRIC_CONSUMPTION_ADD $MONUMENT_ELETRIC_CONSUMPTION_ADD # Fountains water emmiters: # # Example: # # $PARTICLE fountain1 -1.0009 1.1362 1.6669 1.0 1.0 # Emmiter’s names: # fountain1, fountain2, fountain3 $PARTICLE (name_of_emmiter x y z 1.0 1.0) # If you want to place building on the border # (especially foe export/import energy/fluids) # you need to add token. # Example: # $BORDER_BUILDING $BORDER_BUILDING # Each building has a lifespan # If you want to disable lifespan for some buildings # You have to use token: # Example: # $NO_LIFESPAN $NO_LIFESPAN # Moveable door for building # You have to set model and material files, # ID of bonded connection, coordinates and # close and open angle. # Example: # $MOVEABLE_DOOR buildings/rail_gate_door_left.nmf # # buildings/gravel_industry.mtl 2 0.0 0.0 2.713 90.0 10.0 $MOVEABLE_DOOR (path_to_model path_to_material connection_ID x y z close_angle open_angle) # If you want to add sfx for working building # you can add token and set sound file to play # Example: # # $WORKING_SFX buildingworking_pipeengine $WORKING_SFX (workingSFX) # Turnpike for a buildings # Like for a movable door, you have to set # paths for a mesh files (static and dynamic), material file # connection ID, coordinates and rotation of the turnpike # Example: # $TURNPIKE road_ramp_static.nmf road_ramp_dynamic.nmf road_ramp.mtl 0 7.3 0.748 1.041 90.0 $TURNPIKE (path_to_static path_to_dynamic path_to_material connection_ID x y z angle)
APPENDIX A - materials
# ------------------------------------------ # APPENDIX A # # Type of materials (for consumption and production) # # ------------------------------------------ alcohol alumina aluminium asphalt bauxite boards bricks chemicals clothes concrete ecomponents eletric eletronics food gravel mcomponents meat nuclearfuel oil plants prefabpanels steel uf6 uranium usagewater waste water wood workers yellowcake
APPENDIX B - phases of construction
# ------------------------------------------ # # APPENDIX B # # Phases of construction # # ------------------------------------------ SOVIET_CONSTRUCTION_GROUNDWORKS SOVIET_CONSTRUCTION_BOARDS_LAYING SOVIET_CONSTRUCTION_BRICKS_LAYING SOVIET_CONSTRUCTION_SKELETON_CASTING SOVIET_CONSTRUCTION_STEEL_LAYING SOVIET_CONSTRUCTION_PANELS_LAYING SOVIET_CONSTRUCTION_ROOFTOP_BUILDING SOVIET_CONSTRUCTION_WIRE_LAYING SOVIET_CONSTRUCTION_TUNNELING
APPENDIX C - emitters
# -------------------------------------------- # APPENDIX C # # Emitters # # BLACK emitter makes more pollution than GRAY the same size # GRAY emitter make more pollution than WHITE the same size # # -------------------------------------------- factory_big_black factory_medium_black factory_small_black factory_big_gray factory_medium_gray factory_small_gray factory_big_white factory_medium_white factory_small_white fountain1 fountain2 fountain3
APPENDIX D - types of buildings
# --------------------------------------------- # APPENDIX D # # Types of buildings # # --------------------------------------------- $TYPE_AIRPLANE_GATE $TYPE_AIRPLANE_PARKING $TYPE_AIRPLANE_TOWER $TYPE_ATTRACTION $TYPE_BROADCAST $TYPE_CAR_DEALER $TYPE_CARGO_STATION $TYPE_CHURCH $TYPE_CITYHALL $TYPE_CONSTRUCTION_OFFICE $TYPE_CONSTRUCTION_OFFICE_RAIL $TYPE_CONTAINER_FACILITY $TYPE_COOLING_TOWER $TYPE_COURT_HOUSE $TYPE_CUSTOMHOUSE $TYPE_DEMOLITION_OFFICE $TYPE_DISTRIBUTION_OFFICE $TYPE_DISTRIBUTION_OFFICE_RAIL $TYPE_ELETRIC_EXPORT $TYPE_ELETRIC_IMPORT $TYPE_ENGINE $TYPE_FACTORY $TYPE_FARM $TYPE_FIELD $TYPE_FIRESTATION $TYPE_FOREIGN_PIPELINE_EXPORT $TYPE_FORKLIFT_GARAGE $TYPE_GARBAGE_OFFICE $TYPE_GAS_STATION $TYPE_HEATING_ENDSTATION $TYPE_HEATING_PLANT $TYPE_HEATING_SWITCH $TYPE_HOSPITAL $TYPE_HOTEL $TYPE_KINDERGARTEN $TYPE_KINO $TYPE_LIVING $TYPE_MINE_BAUXITE $TYPE_MINE_COAL $TYPE_MINE_GRAVEL $TYPE_MINE_IRON $TYPE_MINE_OIL $TYPE_MINE_URANIUM $TYPE_MINE_WATER $TYPE_MINE_WATER_SURFACE $TYPE_MINE_WOOD $TYPE_MONUMENT $TYPE_ORPHANAGE $TYPE_PARKING $TYPE_PASSANGER_STATION $TYPE_PEDESTRIAN_BRIDGE $TYPE_POLICE_STATION $TYPE_POLLUTION_METER $TYPE_POWERPLANT $TYPE_PRISON $TYPE_PRODUCTION_LINE $TYPE_PUB $TYPE_RAIL_TRAFO $TYPE_RAILDEPO $TYPE_REPAIR_OFFICE $TYPE_ROADDEPO $TYPE_SCHOOL $TYPE_SCRAPYARD $TYPE_SECRET_POLICE $TYPE_SEWAGE_DISCHARGE $TYPE_SEWAGE_ENDSTATION $TYPE_SEWAGE_PUMP $TYPE_SEWAGE_TREATMENT $TYPE_SHIP_DOCK $TYPE_SHOP $TYPE_SPORT $TYPE_STORAGE $TYPE_SUBSTATION $TYPE_TRAM_GATE $TYPE_TRANSFORMATOR $TYPE_TRASH_CONTAINER $TYPE_UNIVERSITY $TYPE_WAITING_STATION $TYPE_WATER_ENDSTATION $TYPE_WATER_PUMP $TYPE_WATER_SWITCH $TYPE_WATER_TREATMENT
APPENDIX E - costs of phases
# ------------------------------------------ # APPENDIX E # # Predefined costs for phases # In brackets - materials needed for phase # Workers are needed for each phase # ------------------------------------------ ground (concrete, gravel) ground_asphalt (concrete, gravel, asphalt) wall_concrete (concrete, steel) wall_panels (prefabs, steel) wall_brick (bricks, boards, steel) wall_steel (steel) wall_wood (boards) tech_steel (steel, mechanical components) electro_steel (steel, electronic components) roof_woodbrick (bricks, boards) roof_steel (steel) roof_woodsteel (steel, boards)
APPENDIX F - types of cargo
# ----------------------------- # APPENDIX F # # Type of cargos # ----------------------------- RESOURCE_TRANSPORT_PASSANGER RESOURCE_TRANSPORT_CEMENT RESOURCE_TRANSPORT_COVERED RESOURCE_TRANSPORT_GRAVEL RESOURCE_TRANSPORT_OIL RESOURCE_TRANSPORT_OPEN RESOURCE_TRANSPORT_COOLER RESOURCE_TRANSPORT_CONCRETE RESOURCE_TRANSPORT_LIVESTOCK RESOURCE_TRANSPORT_GENERAL RESOURCE_TRANSPORT_VEHICLES RESOURCE_TRANSPORT_WATER RESOURCE_TRANSPORT_SEWAGE
37 Comments
313Truu 9 Mar @ 5:00am 
Is it possible to edit tokens of existing mods? For example adding loyality or attraction score to a mod building
Shotkey 11 Dec, 2023 @ 11:18am 
vanilla examples:
$MOVEABLE_DOOR buildings/rail_construction_office_door_left.nmf buildings/rail_construction_office.mtl 0 -1.56 0.0 20.16 0.0 -110.0
$MOVEABLE_DOOR buildings/rail_construction_office_door_right.nmf buildings/rail_construction_office.mtl 0 1.72 0.0 20.16 0.0 110.0
$TURNPIKE road_ramp_static.nmf road_ramp_dynamic.nmf road_ramp.mtl 0 7.3 0.748 1.041 90.0
Shotkey 11 Dec, 2023 @ 11:18am 
$TURNPIKE ramp_static.nmf ramp_dynamic.nmf ramp.mtl 0 x y z 90.0
ramp_static.nmf - path to model of static part
ramp_dynamic.nmf - path to model of dynamic part
ramp.mtl - path to material
0 - number of connection (0, 1, 2 etc.)
x y z - position for central points of ramp_static.nmf and ramp_dynamic.nmf
90.0 - horizontal rotation of models around their centers (-360.0 … 360.0), not movement of the dynamic part!
[barrier rotates around its center at a fixed angle of about 80°]
Shotkey 11 Dec, 2023 @ 11:18am 
$MOVEABLE_DOOR door.nmf custom.mtl 0 x y z 90.0
door.nmf - path to model of door
custom.mtl - path to material
0 - number of connection (0, 1, 2 etc.)
x y z - position of door.nmf
90.0 - movement angle in degrees
webbie33 17 Apr, 2023 @ 3:51pm 
@LovelyPL - Are there settings that adjust the power consumption of a building. I've run across some mods that simply use too much power compared to the vanilla ones. Currently I'm asking with regard to harbors, though I've seen similar issues with other buildings. The current power consumption of some of these mods makes power management problematic.
Basil Peace 3 Apr, 2023 @ 2:49pm 
@Chesher, в игре на самом деле нет "мест для пассажиров". Показывает неверно.

Помимо $TYPE_PARKING - $VEHICLE_PARKING_PERSONAL ещё работает в $TYPE_CAR_DEALER.
Во всех остальных типах зданий (которые я успел потестировать, пока не сдался) - $VEHICLE_PARKING_PERSONAL работает точно так же, как и $VEHICLE_PARKING.
Basil Peace 3 Apr, 2023 @ 2:40pm 
@ZILonaut, mud road - yes. $CONNECTION_MUDROAD_DEAD
ZILonaut 26 Dec, 2022 @ 4:41am 
Is there a way to have a road inside a building as a mud road, a gravel road or the new concrete road?
Onyx_The_Brave 5 Aug, 2022 @ 6:23pm 
Is it possible to add the two tags required for the technical services buildings for water and sewage source buildings? without these tags a modded office allow sewage and water distribution.

$RESOURCE_SOURCE_WATER
$RESOURCE_SOURCE_SEWAGE
Chesher 28 Jul, 2022 @ 5:42pm 
В итоге показывает в игре, что доступно 2 техники и 3 мест пассажиров, НО после стройки покупаются все 5 карет скорой помощи и они паркуются на всех парковках =((, занимая места для пассажиров.
Делают так же личные авто не проверял, вероятно, тогда это еще и проблема для скорой.